Deploy your project

On the Embedded Linux player, Unity uses SDL2 to handle keyboard, mouse, and gamepad input to interact with the Player window. Depending on the graphics API used, it requires SDL to dynamically load libEGL and libGLESv2 for OpenGL ES, or libvulkan for Vulkan from the user space.

Setup for Wayland

Although this setup assumes that you're using weston (the reference Wayland server), you can use the same setup with slight modifications for another compositor.

Prerequisites

This assumes that you have a Wayland compositor (weston) running, which exports the wayland socket in the directory that the environment variable XDG_RUNTIME_DIR is linked to.

Setup on Desktop shell

To deploy your project on desktop shell:

  1. Verify that the environment variable XDG_RUNTIME_DIR is set to the correct directory. If not, then run export XDG_RUNTIME_DIR=/run/user/1000/ with the correct directory (/run/user/1000/ is the default for a weston installation).
  2. Run Unity Player.

Setup on IVI-shell extension

Note: This section applies to only 2020.3 version of the Unity Editor.

You can deploy your project using IVI-shell extension, which is an alternative shell extension for weston.

  1. Set up IVI Surface IDs that the Unity Player should use with the environment variable UNITY_IVI_SURFACE_IDS. If this is not set, the Unity Player uses ID 4711 and upwards for the newly created surfaces (for example, Unity Display 1 will use 4711, Unity Display 2 will use 4712 and so on).

  2. Note: The environment variable expects a comma-separated list of IDs. For example, export UNITY_IVI_SURFACE_IDS=100,200,300 uses ID 100 for Unity Display 1, 200 for Unity Display 2, and so on.

  3. If you're only using a single display output, a single ID is sufficient. For example, export UNITY_IVI_SURFACE_IDS=100.

  4. Verify that the environment variable XDG_RUNTIME_DIR is set to the correct directory. If this is not set, run export XDG_RUNTIME_DIR=<dir> with the correct directory (/run/user/1000/ is the default for a weston installation).

  5. Run the Unity Player.

  6. Use the following steps to set up an IVI surface for Unity (example, weston to fullscreen map surface).

    1. Create IVI Layer.

      LayerManagerControl create layer 0 <display-width> <display-height>

    2. Add Layer on Screen.

      LayerManagerControl set screen 0 render order 0

    3. Add Unity Player Surface on Layer.

      LayerManagerControl set layer 0 render order <surface-id>

    4. Add Surface Source Region.

      LayerManagerControl set surface <surface-id> source region 0 0 <display-width> <display-height>

    5. Add Surface Destination Region.

      LayerManagerControl set surface <surface-id> destination region 0 0 <display-width> <display-height>

    6. Add Layer Visibility.

      LayerManagerControl set layer 0 visibility 1

    7. Add Surface Visibility.

      LayerManagerControl set surface <surface-id> visibility 1

Unity Player should now appear on screen.

Additional information

By default, Unity creates surfaces of the same size as the physical displays. If you want to use surfaces other than physical displays, such as rendering multiple surfaces to one screen, use UNITY_IVI_EXPORT_DISPLAYS as the environment variable.

For example, with the setting export UNITY_IVI_EXPORT_DISPLAYS=1024x768@60,1920x1080@60 Unity uses a surface size of 1024x768 for Unity Display 1, and a surface size of 1920x1080 for Unity Display 2.

You can omit @60 and use export UNITY_IVI_EXPORT_DISPLAYS=1024x768,1920x1080 because @60 is automatically assumed.